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Published by boiv814, 2022-12-17 13:30:35

Tome_of_Alchemy_(5e)

Tome_of_Alchemy_(5e)

Table 6–1: Mortars and Special Materials Arcana Ward

Name Rarity Purchase Cost Crafting Cost Wondrous item (ward), rare
Varies 4,000 gp This mystical ward protects the wall from magical effects and spells.
Acid Shroud Rare Varies 5,000 gp When the wall is targeted by spells such as disintegrate, stone shape, or
Varies 10,000 gp other magical effects, it may make a saving throw using the alchemist’s
Arcana Ward Rare Varies 4,000 gp spellcasting bonus against the spell, resisting all effects on a success. This
Varies 1,000 gp ward may be applied to stone and wood structures.
Blade Shroud Very Rare Varies 1,000 gp Alchemical formula: Diamond (x10), Onyx (x100), Earth (any)
Varies 15,000 gp
Clearstone Uncommon Varies 15,000 gp Blade Shroud
Varies 10,000 gp
Death Ward Rare Varies 5,000 gp Wondrous item (shroud), very rare
Varies 5,000 gp This shroud covers the wall in constantly shifting, razor-sharp piercing
Fire Ward Rare Varies 15,000 gp stones. A creature or object that starts its turn in contact with the wall or
Varies 1,000 gp that comes into contact with the wall for the first time on its turn takes 10d6
Fissurestone Very Rare Varies 1,000 gp slashing damage.
Varies 10,000 gp This mortar may be applied only to stone walls.
Flame Shroud Very Rare Alchemical formula: Diamond (x10), Ruby (x100), Turquoise (x100), Earth
Varies 15,000 gp (any)
Flight Ward Very Rare Varies 5,000 gp
Varies 5,000 gp Clearstone
Hypnosis Shroud Rare
Varies 5,000 gp Wondrous item (stone), uncommon
Ice Shroud Rare Varies 5,000 gp This stone, when mixed and used to secure a wall, turns the relevant wall
Varies 4,000 gp sections transparent. This produces a glass-like effect where the contours of
Lightning Shroud Very Rare Varies 1,000 gp the wall are still visible, but it is possible to see through them. This does not
Varies 1,000 gp affect the composition of the walls; their ability to resist and sustain damage
Mirror Shroud Uncommon Varies 2,000 gp remains the same.
Varies 5,000 gp This mortar may be applied to stone and wooden walls.
Mist Shroud Uncommon Alchemical formula: Diamond (x10), Sapphire (x100), Air (any), Earth (any)
Varies 10,000 gp
Mist Shroud, Rare Death Ward
Acidic Unavailable 15,000 gp
Varies 15,000 gp Wondrous item (ward), rare
Mist Shroud, Death Very Rare Varies 5,000 gp This holy ward protects against nefarious hordes of undead. Any undead that
Varies 10,000 gp approaches within 20 feet or starts its turn within this range takes 1d4 + 1
Mist Shroud, Solid Rare Varies 1,000 gp radiant damage. An undead that touches the wall for the first time on its turn
Varies 1,000 gp or that starts its turn in contact with the wall takes 3d6 + 3 radiant damage
Mist Shroud, Rare Varies 2,000 gp and must succeed at a Wisdom saving throw or gain the frightened condition
Stinking Varies 5,000 gp for one minute.
Alchemical formula: Diamond (x10), Jade (x10), Onyx (x10), Life
Phasing Ward Very Rare
Fire Ward
Repairstone Rare
Wondrous item (ward), rare
Scrying Ward Rare This ward protects walls from fire. If the fire comes in contact with the wall,
it may make a saving throw using the alchemist’s spellcasting bonus against
Shatter Ward Uncommon the spell, resisting all effects on a success. In addition, the wall is resistant
to fire damage. If using the catching fire rules in Chapter One: Alchemy
Stalwart Bulwark I Common Basics, fires that are used against a wall with this ward diminish on a damage
roll of 1, 2, or 3.
Stalwart Bulwark II Uncommon This mortar may be applied to wooden and stone walls.
Alchemical formula: Diamond (x10), Onyx (x10), Ruby (x10), Fire (any),
Stalwart Bulwark Rare Protection
III

Stalwart Bulwark Very Rare
IV

Stalwart Bulwark V Legendary

Swarm Shroud Rare

Teleportation Ward Rare

Terror Shroud Very rare

Time Ward Uncommon

Weather Ward Uncommon

Web Shroud Uncommon

Wind Shroud Rare

Acid Shroud Fissurestone

Wondrous item (shroud), rare Wondrous item (stone), very rare
This mortar causes the wall sections to secrete a powerful acid. A creature This marvelous stone allows you to create portals with your bare hand in the
that ends its turn in contact with the wall the wall takes 1 acid damage and stone. When the mortar is applied, choose a password or one or more items.
1 point at the beginning of its turn for each subsequent turn until it takes an Anyone who says the password or possesses one of the items may touch
action to cleanse itself. The ongoing damage is cumulative so that a creature the wall as an action and create openings in any section of the wall. These
that has ended three turns in contact with the wall takes 3 acid damage at the openings can be up to 100 square feet and can travel through the entire length
start of its next turn. The acid can be washed off the skin with an alkaline of fissurestone-enhanced walls. This can be used to create portals, footholds,
solution such as wine but cannot be removed from the wall. doorways, and passages. If not closed the same way they are opened, these
Objects in contact with the wall take 4d6 acid damage each round of contact. passageways close themselves one minute later. Anyone caught inside is
This is enough to dissolve boots, gloves, ladders leaning against the wall, and shunted to the nearest open space.
any other non-living item. Ladders as they dissolve have a cumulative 25% This mortar may be applied to wooden and stone walls.
chance per round of sliding down the wall. Alchemical formula: Agate (x100), Diamond (x100), Pearl (x100), Planar,
This mortar may be applied only to stone walls. Transportation
Alchemical formula: Diamond (x10), Turquoise (100), Salt (any)

100|Tome of Alchemy


Flame Shroud Mist Shroud

Wondrous item (shroud), very rare Wondrous item (shroud), uncommon
This shroud covers a wall in flames that burn eternally, with no visible fuel This shroud covers the wall in mist. This mist obscures the wall and
source. It is actual fire and produces heat, light, and sets other things aflame. anything within 20 feet. Creatures and objects within this area have partial
The flame is the color desired by the creator. The wall is immune to any concealment if five feet from the edge of the cloud or another person, or total
damage from this effect. A creature that ends its turn within five feet of the concealment if farther away. Variations of the mist shroud exist, but only one
wall takes 1d4 + 1 fire damage and is at risk for catching fire. A creature or may be used on any given wall.
object that ends its turn in contact with the wall takes 2d6 fire damage and Mist shrouds may be applied to wooden and stone walls.
catches fire if it is inflammable. Alchemical formula: Diamond (x10), Moonstone (x10), Stealth
This mortar may be applied only to stone walls.
Alchemical formula: Diamond (x100), Ruby (x100), Fire (any), Pain Mist Shroud, Acidic

Flight Ward Wondrous item (shroud), rare
As per mist shroud and a creature that ends its turn within the mist takes 2d4
Wondrous item (ward), very rare acid damage.
This ward protects the interior of a wall from flying opponents. A creature Alchemical formula: Diamond (x100), Moonstone (x100), Turquoise (x100),
that flies above the wall within 100 feet of it or within 50 feet of the exterior Acid, Stealth
face of the wall is hit with a strong gust of wind. The creature must succeed
on an Athletics check or be unable to move toward the interior of the wall. Mist Shroud, Death
The DC of the check is equal to the spell save DC of the creator of the ward.
This mortar may be applied to wooden and stone walls. Wondrous item (shroud), very rare
Alchemical formula: Diamond (x100), Sapphire (x100), Air (any), Stasis As per mist shroud and a creature that ends its turn in the mist must succeed
on a Constitution saving throw or take 5d4 + 5 necrotic damage and become
Hypnosis Shroud poisoned until one round after leaving the mist.
Alchemical formula: Diamond (x100), Moonstone (x100), Onyx (x100),
Wondrous item (shroud), rare Stealth, Toxin
This shroud causes the formation of a fascinating pattern that enraptures
anyone who approaches this wall. A creature that ends its turn within 20 Mist Shroud, Solid
feet of the wall must make a Wisdom saving throw. A creature that fails is
fascinated for 4d4 rounds. While fascinated, the creature is unable to take Wondrous item (shroud), rare
actions or reactions. A creature that takes damage may attempt the saving As per mist shroud but the mist is very thick. The area is treated as difficult
throw again, ending the effects on a success. Once the effects end for a terrain.
creature, they are immune to them for 24 hours. Alchemical formula: Diamond (x10), Moonstone (x100), Onyx (x10), Earth
Alchemical formula: Diamond (x10), Pearl (x100), Salt (any), Illusion (any), Transmutation, Stealth

Ice Shroud Mist Shroud, Stinking

Wondrous item (shroud), rare Wondrous item (shroud), rare
This shroud covers a stone wall with a heavy sheet of ice that never melts. As per mist shroud and the mist causes all those within to become terribly
The ice is slick and difficult to climb, adding +10 to the DC of any Athletics sick. A creature that ends its turn within the area must make a Constitution
checks made to climb the wall. If not wearing appropriate cold-weather gear, saving throw or become nauseated. A nauseated creature has disadvantage on
a creature that ends its turn within 10 feet of the wall takes 1d4 cold damage. attack rolls, ability checks, and Constitution saving throws.
This mortar may be applied only to stone walls. Alchemical formula: Diamond (x10), Malachite (x10), Moonstone (x100),
Alchemical formula: Diamond (x10), Malachite (x100), Salt (any), Cold Disease, Stealth

Lightning Shroud Phasing Ward

Wondrous item (shroud), very rare Wondrous item (ward), very rare
This shroud coats the wall in arcing electricity. From a distance, the wall This ward protects against planar travelers. This wall is as solid on the Astral,
seems to sparkle and flash. A creature that starts its turn within 10 feet of Ethereal, and other planes as it is on the Prime Material Plane. In addition, if
the wall or that comes within 10 feet for the first time on its turn must make the wall is contiguous and encloses an area, the top and bottom are shielded
a Dexterity saving throw, taking 4d8 lightning damage on a failure or half by a dome that is an impenetrable barrier on the Astral and Ethereal planes.
as much on a success. A creature that touches the wall takes 9d8 lightning This dome is neither visible nor has any presence or effect on the Prime
damage. Material Plane, used only to block the passage of planar creatures.
If multiple creatures are in a 10-foot square, only one is struck per round. This mortar may be applied to wooden and stone walls.
Everyone touching the wall at any time takes the damage. Alchemical formula: Diamond (x10), Emerald (x10), Jade (x100), Planar,
This shroud may be applied only to stone walls. Protection
Alchemical formula: Diamond (x100), Onyx (x100), Sapphire (x100),
Electricity Repairstone

Mirror Shroud Wondrous item (stone), rare
This stone repairs itself as it is damaged. Every time this wall is damaged,
Wondrous item (shroud), uncommon if it has any hit points on initiative 20, losing ties, it gains 1 hit point until it
This shroud causes a defensive wall to become highly reflective. This is fully healed, when the maximum hit points of the wall increase by 1. The
makes targeting the wall or things behind it more difficult than normal. maximum hit points of the wall cannot double more than once per decade.
All ranged attacks made in the direction of the wall have a –2 penalty to This mortar may be applied to wooden and stone walls.
hit. Bright lights or other modifiers may cause this penalty to increase. All Alchemical formula: Diamond (x10), Emerald (x100), Turquoise (x10),
creatures with gaze attacks must avert their gaze or be subjected to their own Healing
reflection.
This mortar may be applied to wood and stone walls.
Alchemical formula: Diamond (x10), Sapphire (10), Salt (any), Illusion

Chapter Six: Alchemy in Structures |101


Scrying Ward Teleportation Ward

Wondrous item (shroud), rare Wondrous item (ward), rare
This ward provides mystical protection from scrying attempts. In order for This ward acts as a planar barrier to travelers. Anyone attempting to teleport,
this to work, all the space to be protected must be enclosed by walls fused phase, or otherwise extra-dimensionally travel across this barrier finds
with this alchemical mortar. Any open side or passage allows a scrying themselves teleported 1d100 miles in a random direction.
attempt to succeed. Once the ward is in place, the area is protected from Note that this works only if the attempted dimensional travel such as teleport,
scrying as the spell nondetection. dimensional door, or shadow walk attempts to cross the wall. If the walls are
Alchemical formula: Diamond (x10), Onyx (x100), Turquoise (x10), Azoth not completely enclosed, then teleportation is possible.
(any), Protection This mortar may be applied to wooden and stone walls.
Alchemical formula: Diamond (x10), Emerald (x100), Pearl (x10), Planar,
Shatter Ward Protection

Wondrous item (ward), uncommon Terror Shroud
This mortar provides protection from blunt strikes. This is particularly
effective at resisting battering rams, catapults, and ballistae. This increases Wondrous item (shroud), very rare
the DC to break the wall by +5 and adds 10 hit points per 10-foot cube. This shroud causes terrible fear in all who approach. A creature that comes
Alchemical formula: Diamond (x10), Onyx (x10), Turquoise (x100), Body, within 20 feet of the wall or who starts its turn within 20 feet of the wall
Protection must make a Wisdom saving throw or become frightened for one minute.
A creature frightened of the wall uses its action to dash and moves with all
Stalwart Bulwark I possible speed away from the wall. The creature is heedless of danger and
pain as it runs from the wall.
Wondrous item (bulwark), common This mortar may be applied to wooden and stone walls.
This bulwark increases the strength of the wall into which it is mixed. This Alchemical formula: Diamond (x100), Malachite (x100), Moonstone (x100),
increases the wall’s Armor Class by +1. Fear
This may be applied to wooden and stone walls.
Alchemical formula: Diamond (x10) Turquoise (x10), Strength Time Ward

Stalwart Bulwark II Wondrous item (ward), uncommon
This ward prevents the decay of the wall from age. Wood and stone will not
Wondrous item (bulwark), uncommon sag, stone will not weather, and the wall is impervious to decay and damage
This bulwark increases the strength of the wall into which it is mixed. This from normal wear, requiring no upkeep. These effects last 500 years unless
increases the wall’s Armor Class by +2 and sets the DC to break the wall to dispelled or otherwise removed.
15, if it is not already higher. This mortar may be applied to wooden and stone walls.
This may be applied to wooden and stone walls. Alchemical formula: Diamond (x10), Emerald (x10), Onyx (x10), Stasis
Alchemical formula: Diamond (x10) Turquoise (x25), Strength (x2)
Weather Ward
Stalwart Bulwark III
Wondrous item (ward), uncommon
Wondrous item (bulwark), rare This ward prevents a wall’s surface from sustaining damage from weather.
This bulwark increases the strength of the wall into which it is mixed. This Rain, hail, lightning, and other weather effects cause no damage or wear on
increases the wall’s Armor Class by +3 and sets the DC to break the wall to this wall.
20, if it is not already higher. This mortar may be applied to wooden and stone walls.
This may be applied to wooden and stone walls. Alchemical formula: Diamond (x10), Sapphire (x10), Turquoise (x10),
Alchemical formula: Diamond (10), Turquoise (x100), Strength (x4) Protection

Stalwart Bulwark IV Web Shroud

Wondrous item (bulwark), very rare Wondrous item (shroud), uncommon
This bulwark increases the strength of the wall into which it is mixed. This This ward covers the surface of the wall with hideous, sticky spider webs.
increases the wall’s Armor Class by +4 and sets the DC to break the wall to A creature that touches the wall is grappled and restrained (escape DC equal
25, if it is not already higher. to the spell save DC of the shroud’s creator). If the webs are burned off or
This may be applied to wooden and stone walls. otherwise removed, they reappear in 10 minutes.
Alchemical formula: Diamond (x10) Turquoise (x200), Strength (x8) Alchemical formula: Agate (x25), Diamond (x10), Onyx (x25), Stasis,
Transmutation
Stalwart Bulwark V
Wind Shroud
Wondrous item (bulwark), legendary
This bulwark increases the strength of the wall into which it is mixed. This Wondrous item (bulwark), rare
increases the wall’s Armor Class by +10 and sets the DC to break the wall to This covers the front of the walls with swirling winds. This protects people
30, if it is not already higher. standing on the parapets from missile fire, providing partial cover and a +8
This may be applied to wooden and stone walls. bonus to Dexterity saving throws against ranged attacks that travel through
Alchemical formula: Diamond (x100) Turquoise (x200), Strength (x8) the wind. The wall itself gains a +4 bonus to Armor Class against ranged
attacks.
Swarm Shroud Alchemical formula: Diamond (x10), Onyx (x10), Sapphire (x100), Air
(any), Strength
Wondrous item (shroud), rare
This nefarious shroud creates many tiny porous openings in the wall and
exudes a strong attractant to various insects. The insects live and breed in the
wall. A creature that ends its turn within five feet of the wall takes 1d4 + 1
piercing damage from the biting insects. A creature that actively pesters the
insects discovers that each 10-foot cube section of wall has 1d4 + 4 swarms
of insects within.
This mortar may be applied to stone and wood walls.
Alchemical formula: Amethyst (x100), Diamond (x100), Moonstone (x100),
Emotion

102|Tome of Alchemy


Chapter Seven: Spells, Spellcasting, and Alchemy

Alchemical Items as Spell Components • You may add 1 point of damage of the energy type of the item to
a related spell. Thus, adding a 50-gp alchemical fire to a burning
Arcane formulations concocted in a dark laboratory seething with eldritch hands spell might increase the damage by +1, while adding a 600-
power are a staple of fantasy. The following systems allow you to use gp alchemist’s inferno would add +12 fire damage.
alchemical items and essences to increase the power of spells. But who wants
to stop play to cross reference a spell or item to determine the effect an essence • A creature that dispels the spell takes 1d6 damage of the energy
or item has on a magic spell? type of the spell per 10-foot square that gets dispelled. If a 10-foot
segment of a wall of fire is dispelled, the person dispelling it takes
No one, that’s who. 1d6 fire damage.

Using Crafted Alchemical Items to Enhance Spells • You may apply a related secondary effect of the item to a single
target that fails its saving throw versus the spell. For example, you
First, there must be some connection between the item and the spell it is could use an alchemist’s fire to have a secondary round of burning
designed to affect. A flask of alchemist’s fire improves spells that deal with damage when applied to a fireball spell.
fire and warmth, but is quite useless when used to try to improve a cone of
cold. Slickshell grenades affect spells that create surfaces; solvents intensify • You may reroll one spell attack roll per 50 gp of the cost of the item.
acids. The general rule is that if an alchemical item shares a damage type • Increase the spell save DC for the spell by 1 per 100 gp of the cost
with a spell’s energy type, or they share a common school of magic, then
that item can be used to enhance the spell, through the Game Master is the of the item, to a maximum of 4.
final adjudicator. It’s important to remember when doing this that the cost of • You may cause a 10-foot square area to gain the quality the item
the component must be burned to enhance the spell, so erring on the side of
flexible is encouraged. provides. A section of a grease or web spell could be conjured
aflame and burning for the duration of the spell with an alchemist’s
Nothing special must be done when preparing your spells for the day. The fire.
use of an alchemical item does not add any casting time nor does it prevent • You may add +1 to your spell attack, to a maximum of +4.
the need for the normal material components of the spell. Normally the item It is important that a discussion about what items have which effects occur
is used up, unless enhancing a cantrip (0-level spell). Crafted items, i.e., items before play. Here are some guidelines for determining how to assign effects.
not requiring a feat to craft, may affect spells of only levels 1–4. Each alchemical item has only one of the above effects when paired with a
given spell. Only one alchemical modification can be made to each spell. The
For every 50 gp or fraction thereof of the retail cost of a crafted item, your effects of the items must be similar or related in some way. Opposite effects
Game Master will determine which of the following effects may be added to a cause the spell to fizzle: Using a bottle of alchemist’s ice for a fireball will
spell. Unless noted, each effect may be applied only once: be unimpressive, but using alchemist’s ice on a web spell could add 1 cold
damage per round to anyone trapped in the web.
• You may extend the spell’s duration by one round.
• You may increase the effect’s radius by five feet.

Chapter Seven: Spells, Spellcasting and Alchemy |103


Using Consumable Enchanted Items to Enhance Spells Admixture: For any spell that causes elemental damage, using two
essences of a different element causes half the damage of the spell to be of the
For every 500 gp or fraction thereof of the crafting cost of a consumable essence type. A fireball cast with two acid essences does 3d6 fire damage and
enchanted item, such as a potion or scroll, your Game Master will determine 3d6 acid damage.
which of the following effects may be added to a spell. Unless noted, each
effect may be applied only once: Amplified: Spells that are cast at range have their range doubled.
Caustic: Spells that cause damage continue to persist and do damage. A
• The duration may be increased as if you used a higher spell slot creature that fails its saving throw versus this spell takes an additional amount
level. of damage of the type that the spell causes equal to the level of the spell slot
used on the round the spell hits and then again on the next round. For example,
• The radius of effect may be increased by five feet. a fireball cast with a 3rd-level slot does 3 additional damage the first round and
• It may add 1 point of damage per die of the energy type, to a another 3 damage the next.
Concussive: Any damage-causing spell gains a thunderous burst. This blast
maximum of +5 causes a creature that fails its save versus the spell to be stunned until the end
• You may apply the potion’s effect as a secondary effect to targets of the target’s next turn.
Discriminatory: This causes spells with area effects to selectively miss
that fail their saves. targets selected by the caster.
• You may increase the difficulty of a related save by 1, to a maximum Freezing: This causes spells with cold damage to freeze their opponents,
causing their movement to be impeded. This reduces their speed by half, and
of +4 the target receives a –2 penalty to attacks rolls and Armor Class.
The same guidelines for crafted items apply to consumable enchanted Glitz: Any damage-causing spell gains a brilliant visual effect. A creature
items. Each item has only one effect when paired with a given spell. Only one dealt damage by the spell that fails its saving throw versus the spell is blinded
alchemical modification can be made to each spell. The effects of the items for a number of rounds equal to the level of the spell slot used. A blinded target
must be similar or related in some way. Opposite effects cause the spell to may repeat the saving throw at the end of each of its turns, ending the effect
fizzle. on a success.
Indefatigable: Targets have disadvantage on saving throws against the
Empowerment of a Spell Using Essences spell.
Intensified: This spell becomes more difficult to resist. The spell save DC
Essences themselves can increase the power of spells. Simply using a increases by +2.
number of essences related to the effects of the spell causes the following Malaise: This causes any spell that causes damage to sicken the targets.
effects. Related essences are associated in some way with the schools of the Anyone who fails the saving throw versus this spell becomes ill in addition
spell. Necromancy spells could use wraith dust/death essence, or intellect to the normal save. An ill creature has a –2 penalty on all attack rolls, saving
devourer brain/mind essence could be used to enhance enchantment spells. throws, and ability checks for a number of rounds equal to the level of the spell
Certain effects require specific types of essences, while others require essences slot used. They may repeat the saving throw at the end of each of their turns,
related to the spell. Instead of the listed effect, you may substitute standardized ending the effect on a success.
metamagic effects at your whim. Maximum: All damage dice are maximized.
Mighty: This increases all the variable numeric effects of the spell by half.
If this system is too powerful for your campaign, increase the number of This doesn’t affect saving throws, nor does it affect spells that lack a random
essences required or require that they come from a creature with a challenge variable.
equal or greater than the spell level it affects. This works best in campaigns Planar: This spell affects targets on planes contiguous to the Prime Material
where essences are not just freely available for purchase. Plane. Ethereal and astral creatures are fully affected by the spell.
Prolonged: Spells that have a non-instantaneous duration have their
Only one set of essences can affect a spell. duration doubled.
Quiet: This causes spells to be cast successfully without the verbal
Table 7–1: Essence Effects on Spells component.
Reaching: A touch spell gains a range of 30 feet.
Effect Type of Essence Number of Essences Reflecting: If a reflected spell fails to affect a target in any way, it may
Admixture Fire/Acid/Electricity/Cold 2 instead be directed to affect a nearby target.
Amplified Essence Related to Spell 2 Repetitive: This powerful effect causes the spell to repeat itself once cast.
Type The spellcaster unleashes the spell’s energy, and the very next round the spell
Breaching Prowess 2 is recast with all the same parameters. New targets are not selected. The spell is
Caustic Acid or Fire 3 cast in exactly the same place the second time. Variable numbers are rerolled.
Concussive Pain 5 This uses an additional spell slot but does not require an action.
Discriminatory Luck 6 Stagnant: This slows down the effect of an instantaneous spell. It does
Freezing Cold 6 no additional damage to targets but persists until the start of the spellcaster’s
Glitz Light 4 next turn. This means it affects anyone who enters the area of effect. If the
Indefatigable Strength 4 spell produces a visual effect, it obscures anyone within the area of the spell.
Intensified Purity 2 It provides concealment to creatures within five feet of the edge or within
Malaise Toxin 5 the cloud adjacent to each other and total concealment beyond that. A fireball
Maximum Prowess 6 hangs in the air providing concealment, affecting anyone who enters its area
Mighty Prowess 3 during their turn.
Planar Planar 2 Subdual: This causes any damage-dealing spell to deal nonlethal damage.
Prolonged Essence related to Spell 2 This effect halves all damage versus dragons.
Type Thundering: Spells that cause damage deafen opponents. A creature dealt
Quiet Emotion 2 damage by the spell that fails its saving throw versus the spell is deafened for
Reaching Transportation 5 a number of rounds equal to the level of the spell slot used. A deafened target
Reflecting Illusion 2 may repeat the saving throw at the end of each of its turns, ending the effect
Repetitive Magic 5 on a success.
Stagnant Stasis 3 Tranquil: This causes spells to be cast successfully without the somatic
Subdual Love 1 component.
Thundering Lightning 3
Tranquil Stasis 2

104|Tome of Alchemy


New Spells Abominable Amorphous Amoeba

These spells are available for a spellcaster of the appropriate type who is 5th-level necromancy
proficient in Alchemist’s Supplies. Casting Time: 1 action
Range: Touch
Table 7–2: Wizard/Sorcerer Spell List Components: V, S, M
Duration: Instantaneous
1st level Target: A prepared glass orb costing 1,000 gp and taking 1d4 weeks to

Spell Effect prepare
You prepare a glass orb and fill it with an eldritch alchemical fluid.
Adhesion Affix two objects to each other
The crafting cost of the orb is 1,000 gp, and it takes 1d4 weeks to
Buoyancy Cause objects to float in water prepare. When you cast the spell, the liquid becomes a terrible
living, single-celled creature. You can use an action to throw the
Liquid Sphere Create a sphere of nonmagical, non-alchemical orb against an opponent, at which point the sphere shatters and the
liquid uncontrolled beast is released. The beast then begins to feed, fueling
its awful growth. You are not in control of the creature.
Stone Flame Freeze a small flame The creature starts with 2d8 hit points and fills one five-foot square.
Any creature that starts its turn within five feet of the beast or
Spell 2nd level comes within that distance for the first time on its turn must make a
Acid Cloud Effect DC 15 Dexterity saving throw. The creature takes 1d8 acid damage
Acid Mist Create an acidic grenade on a failure and half as much on a success. A creature brought to 0
Acid Scourge Create a caustic cloud of obscuring mist hit points by the beast is consumed and dead. A consumed creature
Augmented Olfaction Create an acid whip cannot be brought back to life. The beast gains hit points equal to
Boiling Oil Caster gains scent and increased olfactory ability the damage taken by its targets. For every 30 hit points the creature
Corrosive Solvent Pour boiling oil over a target has, it covers one additional five-foot square. The creature is an
Gauntlet Create a powerful acid ooze and can share a square with another creature. A creature
Liquid Modulation Create a gauntlet of force in the same square as the ooze has disadvantage on its saving
Protection from Transmutes nonmagical, non-alchemical liquids throws against the ooze. The ooze has AC 15 and is immune to acid,
Nonmagical Gas Protects the caster from smoke bludgeoning, piercing, poison, and psychic damage. It is immune to
the grappled and prone conditions. It moves at 10 feet toward the
Spell 3rd level closest living creature.
Acid Bolt Effect
Burning Blood Shoot two bolts of acid doing 6d4 + 6 damage Acid Bolt
Control Fluid Cause a wounded target’s blood to burn
Control Vapor Allows the caster to manipulate and control fluids 3rd-level evocation
Disperse Vapor Manipulate gaseous clouds Casting Time: 1 action
Hold Vapor Cause a gas cloud to dissipate Range: 120 feet
Rusting Grasp Holds a gaseous cloud or creature in place Components: V, S, M (small arrow dipped into a vial of acid)
Rust ferrous metals with a touch Duration: Instantaneous
You create two dart-shaped bolts of flesh-corroding acid. They float
Spell 4th level
Acid Storm Effect near your hand for a moment until rushing forth to strike one or
Death Smoke Create an increasingly damaging storm of acid two targets that you can see within range. Each target makes a
Evaporate Fluid Create a cloud of blinding, poisonous vapors Dexterity saving throw, taking 6d4 + 6 acid damage on a failure or
Causes a large amount of water to evaporate half as much on a success.
Neutralize Gas instantly
Orb of Containment Neutralizes dangerous gases, spores, and attacks Acid Cloud
Preservation of the Flesh Completely contain a small object safely
Property Transference Put some of your life force into a candle 2nd-level conjuration
Trade a single trait between any two objects Casting Time: 1 bonus action
Range: Self
Components: V, S, M (crystal sphere, Rare Earths, 4 drams)
Duration: 3 rounds
Area: 15-foot-radius burst
When this spell is cast, you fill a small crystal sphere with yellow,

acidic smoke. As an action, you can throw this at a point within 40
feet. When it strikes a surface, it shatters and fills a 15-foot-radius
with yellow acrid fumes. All creatures in the area take 4d4 acid
damage. A creature that ends its turn in the cloud takes 1d4 acid
damage. The crystal stays filled with the acid fumes for only three
rounds. If not used before that time elapses, the fumes become inert
and useless. Once thrown, the cloud lasts for one minute unless
dissipated.

Spell 5th level
Effect
Abominable Amorphous Loose a horrible creature upon the world
Amoeba
Turn a substance into brittle crystal
Crystalbrittle Protect a creature from poisons and toxins

Venom Ward

Chapter Seven: Spells, Spellcasting and Alchemy |105


Acid Mist Boiling Oil

2nd-level evocation 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S, M (half an onion) Components: V, S, M (a pinch of sulfur and a few drops of oil)
Duration: 2 rounds Duration: Instantaneous
Lightly obscuring smoke pours forth from your hands, filling a 20-foot- You choose a creature you can see within range and boiling oil pours

radius circle centered on you. At the start of the next round, the out on top of the target. The target must make a Dexterity saving
smoke turns into translucent acidic green mist and all creatures in throw. On a failure, the target takes 3d8 + 3 fire damage and is
the area other than you that breathe must succeed on a Constitution blinded. On a success, the target takes half this damage and is not
saving throw or take 2d4 acid damage. At the beginning of your next blinded. A blinded creature may repeat the saving throw at the end
turn, any creatures within the mist must succeed on a Constitution of each of its turns, ending the effect on a success.
saving throw or take 1d4 acid damage.
This mist is immobile. It can be destroyed with a strong breeze. Buoyancy

Acid Scourge 1st-level transmutation
Casting Time: 1 action
2nd-level evocation Range: 60 feet
Casting Time: 1 bonus action Components: V, S, M (a small cork and a pinch of bromine salt)
Range: Self Duration: 10 minutes
Components: V, S, M (7-foot length of string and 3 drops of acid) Select a number of objects within range that weigh less than 100
Duration: Concentration, up to 1 minute
You create a magical whip made of acid. As an action, you may use it pounds total and do not normally float. You cause them to float upon
a small layer of bubbles. This allows heavy objects such as gold, lead,
to make an attack using your spell attack bonus. It has a reach of stone, or even living creatures to float in water. It can also be used to
15-feet and does 4d4 acid damage on a successful hit. raise up objects that have sunk.
At higher levels. If you cast this spell using a spell slot higher than
Acid Storm first, you increase the total weight of objects you can float by 100
pounds for each level above first.
4th-level evocation
Casting Time: 1 action Burning Blood
Range: 120 feet
Components: V, S, M 3rd-level necromancy
Duration: Concentration, up to 1 minute Casting Time: 1 action
You create a storm of gelatinous acid rain that covers a 10-foot-radius Range: 30 feet
Components: V, S, M (a pinch of salt and saltpeter)
circle centered on a point within range. All creatures within the area Duration: Concentration, up to 1 minute
are coated in corrosive acid. The acid can be neutralized by vinegar, Choose one living creature you can see within range that has taken
wine, or a successful dispel magic.
The acid storm becomes more damaging as time goes on. A creature unhealed damage from an edged or piercing weapon. The exposed
that starts its turn within the area or enters the area for the first blood of the target turns into burning acid while the spell lasts. At
time on its turn must make a Constitution saving throw. On the the beginning of each of the creature’s turns, the target must make
first round, a creature that fails takes 1d4 acid damage, 1d6 acid a Constitution saving throw. On a failure, the target takes 2d4 fire
damage on the second round, and 2d8 acid damage on the third and damage.
subsequent rounds. A creature that succeeds on its saving throw
takes half this damage. If the target uses an action to cleanse itself Control Fluid
of the acid, the progression begins again.
3rd-level transmutation
Adhesion Casting Time: 1 action
Components: V, S, M (a small glass tube and a sea sponge)
1st-level transmutation Range: 30 feet
Casting Time: 1 action Duration: 1 hour
Range: Touch You can control the movement of liquids. While this spell lasts, you can
Components: V, S, M (powdered hooves)
Duration: 10 minutes use your action to concentrate and the liquid can be moved or turned
You choose two solid objects within five feet of you that are not being into any shape.
The liquid can be moved 15 feet per round, floating through the air or
worn or held that are touching each other. They are affixed to each running along a surface. You can control only up to a 10-foot cube of
other for the duration of the spell. The objects can be separated with liquid.
a Strength check equal to your spell save DC. At higher levels. If you cast this spell using a spell slot higher than
third, you can control an additional 10-foot cube of liquid for each
Augmented Olfaction level above third.

2nd-level transmutation
Casting Time: 1 action
Components: V, S, M (a piece of dried cabbage and dog dung)
Range: Self
Duration: 10 minutes
Your nose becomes extremely sensitive to odors. You have advantage

on Wisdom (Perception) throws that rely on smell. You can locate
and identify all liquids and organic materials within 30 feet of you
unless they are hermetically sealed.
You gain a –4 penalty to saving throws against being nauseated or
scent-based attacks.

106|Tome of Alchemy


Control Vapor Disperse Vapor

3rd-level transmutation 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S, M (a small glass tube and miniature bellows) Components: V, S, M (a small cloth fan and a tiny piece of charcoal)
Duration: 10 minutes Duration: Instantaneous
This useful spell has two functions. You can control the location, When this spell is cast, a 50-foot cube of any gas, vapor, fog, breath

direction of movement, and speed of a body of gaseous vapor or you weapon, or gaseous creature is dispersed. If the cloud is larger than
can create a zone of pure air. You can control or create a 20-foot cube a 50-foot cube, then an area the size of the area of effect is cleared.
or another shape of the same volume. Creatures in gaseous form receive a Constitution saving throw. If they
For the spell’s duration, you can use your action to move any gas or fail this saving throw, they take 6d6 force damage. If they succeed,
vapor contained within the area of effect up to 30 feet. they take half this damage. In either case they are forced from the
Alternatively, you can expel all natural and magical vapor and gas area of effect to the nearest open space.
from the area of effect. This allows only the natural background air
in — if the air itself is foul, this spell will not produce fresh oxygen. Evaporate Fluid
This spell functions against natural mist or gas, spells such as wall
of fog or cloudkill, or even gas breath weapons and creatures in 4th-level transmutation
gaseous form! In the event that the gas cloud is a creature, if it is Casting Time: 1 action
unwilling, it receives a Charisma saving throw versus the effect. Range: 60 feet
Components: V, S, M (a pinch of salt)
Corrosive Solvent Duration: Instantaneous
You vaporize three 10-foot cubes of uncontained liquid within range.
2nd-level conjuration
Casting Time: 1 action The liquid evaporates into the atmosphere, expanding rapidly. This
Range: 30 feet affects water, acid, oil, blood, liquid metals, poisons, potions, and
Components: V, S, M (include a drop of black pudding, vinegar, and liquid rock — any liquid can be vaporized. When changed out of
liquid form, the substance is rendered inert and poses no threat or
water) danger of any kind; toxic and thermal properties are normalized and
Duration: 3 rounds neutralized. If a portion of a larger body of liquid is vaporized, liquid
You conjure one square foot of strongly corrosive acid on an object or rushes in to fill the remaining space.
At higher levels. If you cast this spell using a spell slot higher than
creature you can see within range. If the target is a creature or a fourth, you can evaporate an additional 10-foot cube of liquid for
worn or held object, the creature can make a Dexterity saving throw each level above fourth.
to avoid the solvent.
The solvent has the consistency of a slimy paste. If the target is an Gauntlet
object, the acid eats through six inches of organic material, four
inches of stone, or one inch of metal per round. It can be conjured on 2nd-level evocation
the ceiling, but if so, it eats only through the ceiling at half the rate Casting Time: 1 action
as bits gloop and drip to the floor. If the target is a living creature, it Components: V, S, M (a lump of rock crystal)
takes 1d4 acid damage per round. Range: Self
Duration: 10 minutes
Crystalbrittle This spell protects your hand. It creates a gauntlet of force that is

5th-level transmutation transparent, silent, resistant, and nonconductive. It is impossible
Casting Time: 1 action to damage. You can, for example, use the gauntlet to stop a gate
Range: Touch or door from closing, removing your hand and leaving the force
Components: V, S gauntlet inside. Once your hand is removed, the gauntlet lasts until
Duration: Instantaneous the duration expires and you may no longer use it.
As an action, you touch a single metal or stone object that is up to two If you make a melee weapon attack while wearing the gauntlet, the
attack is considered magical.
cubic feet and turn it to fragile crystal. This change is permanent. The primary purpose of the gauntlet is to allow the handling of
If the target is a creature or if it is worn or held, make a melee spell dangerous materials. It protects from extreme heat, acid, boiling
liquids, deadly vapors, and more. It is immune to disease, molds,
attack. If the target is a magical item that is carried or worn, the and mummy rot, and nothing adheres to it.
owner of the item can attempt a Dexterity saving throw to avoid the
effect.

Death Smoke Hold Vapor

4th-level evocation 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 100 feet
Components: V, S, M (a crushed spider and a pinch of sand) Components: V, S, M (a small bladder)
Duration: 1 minute Duration: Concentration up to 1 hour
Point your finger at a spot you can see within range and a pellet flies to You stop any fog, vapor, gas, or other substance’s movement in the air.

that spot where it strikes the ground. Thick opaque smoke pours out When this spell is cast, choose a 15-foot-tall, 30-radius centered on
and covers a 20-foot radius from that center. a point within range. Any gas, vapor, fog, breath weapon, gaseous
The area is heavily obscured. A creature that ends its turn within the creature, natural or magical in nature within the area is held. It
cloud must make a Constitution saving throw. A creature that fails does not prevent the movement of creatures in and out of the area of
takes 5d4 + 5 poison damage and is blinded while a creature that effect.
succeeds takes half as much damage and is not blinded. A blinded This works even against magical control and effects such as gust of
creature may repeat the saving throw at the end of each of its turns, wind that would move the vapor. A gaseous creature that starts
ending the effect on a success. The cloud always forms on the ground its turn in the area or enters the area for the first time on its turn
and is 15 feet high. must make a Constitution saving throw. If it fails, it is grappled and
The material component is a crushed spider and a pinch of sand. restrained until the start of its next turn. While held, creatures able
to change or solidify their form are unable to do so.
The material component for this spell is a small bladder.

Chapter Seven: Spells, Spellcasting and Alchemy |107


Liquid Modulation Property Transference

2nd-level transmutation 4th-level transmutation
Casting Time: 1 standard action Casting Time: 1 action
Range: Touch Range: touch
Components: V, S, M (one drop of material to be created) Components: V, S, M (a small mechanical switch and length of wire)
Duration: Instantaneous Duration: Permanent
Area: 1 cubic foot of liquid per level You touch two nonmagical objects that are each no larger than one
You change 1 cubic foot of one type of liquid into another type of
cubic foot. Any single material property can be switched between
nonmagical, non-alchemical liquid. Examples of the types of liquids the two objects: strength, color, durability, brittleness, melting
that can be produced are oil, water, blood, wine, vinegar, and juice. points, edibility, weight, etc. Each object retains all other properties.
Creatures are unaffected. For example, you could cause a suit of plate armor to become
This spell is cast by taking a single drop of the substance to be transparent with a piece of glass. Conversely, a vial could be given
produced and putting it on your tongue while touching the liquid to the strength of steel.
be transformed. This means there is some danger when creating foul
liquids, poisons, and liquid metals. Preservation of the Flesh

Liquid Sphere 4th-level necromancy
Casting Time: 10 minutes
1st-level conjuration Range: Touch
Casting Time: 1 action Components: V, M (a 1,000-gp candle)
Range: Self Duration: 24 hours
Components: V, S, M (a small clear glass bead) Before casting the spell, you must create or acquire a candle made
Duration: Instantaneous
You create a one-gallon sphere of liquid in your hands. The liquid is from 1,000 gp worth of rare materials. When you cast this spell, 3d4
hit points flow from you to the candle, and the candle lights. You
at room temperature and cannot be flammable or acidic enough cannot transfer more hit points then you currently have; you are
to cause damage. The sphere rests in your hands, inert. It can be always left with at least one hit point.
released or poured into a container. It can be thrown, clumsily, with The candle burns for the duration of the spell. If extinguished or
a range of 10/20 feet. It does no damage. destroyed, the spell ends. The lost hit points can be recovered
This spell often is used to provide the alchemist with fresh water, normally.
ink, dye, juice, cider, soup, and other harmless liquids. Alchemical If you drop to 0 hit points before the duration expires, you appear to
liquids may not be created with this spell. die. However, when the candle burns down, the borrowed lifeforce
The material component for this spell is a small clear glass bead. re-enters your body and restores you to life. If you have 0 hit points
At higher levels. If you cast this spell using a spell slot higher than and the candle is extinguished before the spell ends, you die.
1st, the sphere you create can be one gallon larger for each level Some normal wounds are repaired when the lifeforce flows back into
above 1st level. your body, but missing limbs, disease, critical wounds, disintegrated
body parts, limbs trapped in stone, petrification, burn wounds, etc.,
Neutralize Gas persist. This could mean you immediately perish again. This is also
true if you cannot survive in your new environment. Only one use of
4th-level abjuration this spell can be in effect.
Casting Time: 1 reaction
Range: 120 feet Protection From Nonmagical Gas
Components: V, S, M (a small piece of gauze and some charcoal)
Duration: Instantaneous 2nd-level abjuration
You neutralize any harmful gas, cloud, vapor, or fog of any kind in Casting Time: 1 action
Range: Self
a 20-foot radius around a point within range. The substance is Components: V, S, M (a silk fan and a 2-inch square of thick gauze)
rendered totally inert and dissipates within the area of effect. Duration: 1 hour
This spell does not affect creatures. A 20-foot-radius sphere centered on you provides total protection

Orb of Containment from all nonmagical gases and mists. When they come into contact
with the sphere, they dissipate instantly, leaving nothing but pure
4th-level evocation clean air. If air is outside the sphere, the sphere is filled with pure
Casting Time: 1 action clean air for the duration of the effect. This spell does not work in a
Range: 30 feet vacuum or underwater. The spell ends if the sphere comes in contact
Components: V, S, M (1,000-gp diamond and a shard of glass) with a magical gas.
Duration: 24 hours
When cast, choose a point within range. You create a crystal sphere Rusting Grasp

up to 12 inches in diameter that surrounds and secures anything 3rd-level transmutation
within it. The spell fails if you attempt to secure a portion of a larger Casting Time: 1 bonus action
solid object, but can entrap part of a liquid or gas. The sphere is Range: Self
unbreakable, able to contain any substance no matter how volatile Components: V, S, M (a scale or antenna from a rust monster)
or inimical to life. Time is suspended within the sphere. Duration: Concentration, up to 1 minute
The sphere is immune to all physical attacks, though dispel magic can Your touch corrodes a nonmagical ferrous metal object. If the object
destroy the orb.
The material components for this spell are a 1,000-gp diamond and a isn’t being worn or carried, your touch destroys a one-foot cube
shard of glass. The diamond shatters when the sphere is created. of it. If the object is being worn or carried by a creature, make a
You can recast the spell before it ends to renew the sphere using melee spell attack against the creature. If the object touched is
only a shard of glass. either metal armor or a metal shield being worn or carried, its
takes a permanent and cumulative –1 penalty to the AC it offers.
Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is
destroyed. If the object touched is a held metal weapon, the weapon
takes a permanent and cumulative –1 penalty to damage rolls. If its
penalty drops to –5, the weapon is destroyed.

108|Tome of Alchemy


Stone Flame

1st-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (a dram of fine sand mixed with a dram of raw

sugar)
Duration: 1 hour
When you cast this spell on a small active flame, the flame freezes into

an orange stone while the spell lasts. The stone gives off light as a
fire but is cool to the touch. If the stone is broken, the spell ends and
the fire is extinguished. If the spell expires, the stone turns back into
flame.

Venom Ward

5th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a few drops of liquid poison and one nail from

the corpse of a creature that died from poison)
Duration: 1 hour/level
One creature you touch is immune to the effects of all toxins, venoms,

and poisons for the duration of the spell.

Vitriolic Sphere

3rd-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of stomach acid from a troll)
Duration: Concentration, up to 1 minute
You conjure a bright green sphere full of corrosive acid. Pick a target

you can see within range and the sphere flies unerringly toward
the target. Upon slamming into the target, the sphere envelops the
target in vivid emerald green acid. For the duration of the spell,
acid splatters in a 15-foot-diameter sphere centered on the target. A
creature that begins its turn in the sphere must make a Dexterity
saving throw, taking 3d4 acid damage on a failure or half as much
on a success. If the creature targeted by the spell drops to 0 hit
points or makes two consecutive successful saving throws, the effect
ends.

Chapter Seven: Spells, Spellcasting and Alchemy |109


Appendix: Mishaps

Mixing and creating alchemical items can produce wondrous things. 18 Item created is a different one of a random type.
However, a wrong ingredient or a pinch too much of a volatile ingredient can 19 Disaster causes amnesia.
produce a truly horrible event —that might also be spectacularly explosive. 20 Disaster causes insanity.
21 Lab animates as a Small or Medium construct.
100 Alchemical Mishaps 22 Explosion! All flesh in the lab is crystallized.
23 Lab animates as a Large or Huge construct.
Things may certainly go wrong while you are creating alchemical items. 24 You change shape.
If they do, you may be able to escape the worst by making a saving throw 25 All metal in the lab becomes plated in gold.
(if allowed). All save DCs are equal to the item crafting difficulties. Roll 26 All metal in the lab quadruples in weight.
1d100 on the appropriate mishap table below to determine what happens, 27 All creatures in the lab turned to gas.
remembering that the event should be the most interesting thing possible. All 28 All creatures have the flesh removed from their bodies and become
results are permanent. living skeletons.
29 All creatures in the lab age 2d10 years.
Table A–1: Alchemical Mishap Table 30 All magic items are permanently drained of their magic.
31 Creatures in the lab have a random number of their limbs double in
1d100 Result length.
1 Vines entangle you and your entire lab. 32 Lab teleports 10 feet straight up.
2 Noxious fumes cause random vomiting for 1d4 weeks. 33 Explosion! Lab frozen, 6d8 cold damage.
3 All metal in the lab takes (1d4 + 1) x 100 acid damage. 34 Creatures in the lab paralyzed from waist down.
4 All magical items are drained of 1d4 charges or suppressed for 24 35 All objects and creatures in the lab radiate sunlight.
hours. 36 All creatures in the lab are struck blind.
5 The item and all materials turn to dust. 37 Your hands, arms, neck, and torso are indelibly inked.
6 The item becomes a randomly selected slime. 38 Experiment bubbles over, leaving 20 gray pills that when eaten heal
7 The item becomes a randomly selected ooze. 2d10 damage each.
8 The item becomes a randomly selected fungus. 39 Mishap produces a frozen one-foot cube of human blood.
9 Your hair goes white from fumes. Item is fine. 40 All dead within one mile are raised.
10 You gain a scent. 41 Creatures in lab become permanently drunk or high.
11 Explosion! 2d6 force damage. 42 Disaster produces 1d10 gems worth 100d4 gp each.
12 Fire in lab destroys 1d6 x 100 gp worth of equipment. 43 Creatures within one mile have a chance of gaining the body parts of
13 All glass shatters in lab, causing 50d10 gp worth of damage. animals.
14 All leather disintegrates in the lab, causing 10d4 gp worth of damage.
15 Spill! Lab is coated in vermin attractant.
16 Your limbs become invisible.
17 Gravity is permanently doubled in the lab.

110|Tome of Alchemy


44 Explosion! Choking gas; succeed at a DC 18 Constitution saving 72 The laboratory is coated in contact poison (save or die).

throw or die. 73 The laboratory and everything in it vanishes.

45 Smoke causes 10d12 gp worth of damage. 74 The laboratory is transported somewhere interesting.

46 Creatures within one mile grow mysterious new organs. 75 The laboratory is wreathed in darkness.

47 Creatures within one mile become pregnant regardless of gender. 76 The laboratory collapses.

48 Creatures within one mile grow a second face. 77 Explosion! Everything in the lab takes 8d10 acid damage.

49 Creatures within one mile have their teeth turn into thumbs. 78 The laboratory travels 5d6 weeks into the future.

50 Creatures within one mile have a permanently numb extremity. 79 The laboratory becomes invisible.

51 Permanent loss of 1d4 – 1 (minimum 1) hit points. 80 All trees within one mile animate and become hostile.

52 Creatures within one mile gain a permanent scent. 81 The laboratory doubles in size.

53 Creatures within one mile grow a plant from their body. 82 The laboratory becomes transparent.

54 The lab and everything non-living within it vanishes, then reappears 83 The laboratory turns to sand.
in 1d100 minutes.

55 Explosion! Lab shatters like glass, causing 3d10 slashing damage. 84 Groundwater is rendered toxic in a two-mile radius.

56 One of your extremities doubles in size. 85 The item becomes a nugget of neutronium.

57 Creatures within one mile appear to have skin made from chrome. 86 The laboratory permanently becomes pleasant smelling.

58 Laboratory and everything inside it becomes a random solid metal. 87 A plague breaks out.

59 A dense fog permanently covers the lab, inside and out. 88 Explosion! Sonic blast does 12d12 thunder damage.

60 The laboratory turns into gingerbread. 89 All food within one mile causes madness.

61 The laboratory levitates 1d10 feet. 90 All metal within 500 yards liquefies.

62 The laboratory sinks 2d12 feet into the ground. 91 Everything within one mile is covered in moss.

63 The laboratory grows bark, repeatedly. 92 The laboratory is drained of color.

64 The laboratory is packed full of potatoes. 93 Creatures within one mile are unable to sleep for 2d4 days.

65 The laboratory temperature is raised to 300° Fahrenheit. 94 The laboratory dissolves into one million insects.

66 Explosion! You have a limb or extremity burnt off! 95 The laboratory becomes a gate to another plane.

67 An elemental (Small) is summoned. 96 The laboratory is teleported into space.

68 An elemental (Medium) is summoned. 97 The laboratory is permanently covered in thick webbing.

69 An elemental (Large) is summoned. 98 Item created is 10 times more powerful than normal.

70 A succubus is summoned. 99 Explosion! Laboratory disintegrates.

71 The laboratory and everything inside turns ethereal or astral. 100 Explosion! Everything within a 2,000-foot radius takes 20d8 force
damage.

Appendix: Mishaps |111


100 Random Potion Effects

Roll on the table below if a random alchemical potion effect is needed. The duration is normally 1d4 + 4 minutes, but the effect can be permanent.

Table A–2: Potion Mishap Table

1d100 Result 35 User is feebleminded as the spell.
1 User glows like a torch. 36 User gains luck and gets +4 to all attack rolls and saving throws.
2 User inflates like a balloon for 1d6 rounds. 37 User is put to sleep as the spell.
3 Users skin changes color. 38 User can breathe fire as an elixir of fire breathing.
4 User turns to stone. 39 User can fly as the spell.
5 User is enlarged. 40 User gains permanent invisibility as the spell.
6 User is shrunk. 41 User is blinded.
7 User bleeds from eyes for 2d10 + 1 rounds and loses 1 hit point per 42 User is deafened.
round. 43 User creaks and pops like a squeaky wheel when moving.
8 User’s gender changes. 44 User’s Intelligence permanently increases by 1d4 points.
9 User is granted a wish. 45 User gains blur as the spell.
10 User is enraged. Attack nearest target with a +4 bonus to Strength. 46 User gains blink as the spell.
11 User’s Strength permanently increases by 1d4 points. 47 User gains mirror image as the spell.
12 User is cursed. 48 User changes race.
13 User ages 1d12 + 24 years. 49 User is slowed as the spell.
14 User becomes 1d6 + 1 years younger. 50 User is hasted as the spell.
15 User vomits sawdust. 51 User gains +4 to Armor Class.
16 User gains resistance to fire damage. 52 User gains a magic aura as the spell.
17 User gains vulnerability to fire damage. 53 User turns into an insect.
18 User gains resistance to acid damage. 54 User is polymorphed into an amphibian.
19 User gains vulnerability to acid damage. 55 User’s Wisdom permanently increases by 1d4 points.
20 User gains resistance to cold damage. 56 User turns into a tree.
21 User gains vulnerability to cold damage. 57 User turns into a cloud of wasps.
22 User’s Dexterity permanently increases by 1d4 points. 58 User gains the ability to command as the spell.
23 User can spider climb as the spell. 59 User gains water breathing as the spell.
24 User can comprehend language as the spell. 60 User is subject to lesser restoration as the spell.
25 User can speak with animals as the spell. 61 User is subject to heal as the spell.
26 A dragon is summoned that is not under the control of the imbiber. 62 User gains two tentacles.
27 User polymorphs into a dragon. 63 User’s hands double in size.
28 User gains detect thoughts as the spell. 64 User is silenced as the spell.
29 User is subject to fear as the spell. 65 User loses all his or her hair.
30 User gains 1,000 XP. 66 User’s Charisma permanently increases by 1d4 points.
31 User gains double experience points for 24 hours. 67 User’s hair turns into precious metals.
32 User gains one pound per round for 1d100 rounds. 68 User becomes gaseous.
33 User’s Constitution permanently increases by 1d4 points. 69 User is turned into a zombie.
34 User gains one random animal trait.

112|Tome of Alchemy


70 User is invisible to non-humans. 85 User begins uncontrollably dancing.

71 User gains water walking as the spell. 86 User attracts vermin.

72 User grows a prehensile tail. 87 User gains immunity to normal weapons.

73 User grows a tail that grants a bonus action attack that does 1d4 88 User’s Intelligence, Wisdom, and Charisma permanently increase by
bludgeoning damage. 1d6 + 1 points.

74 User grows a second face on their body. 89 User can speak with dead as the spell.

75 User gains the ability to wind walk as the spell. 90 User gains etherealness as the spell.

76 User’s Strength, Dexterity, and Constitution permanently increase by 91 User is flatulent.

1d6 + 1 points. 92 User is subject to reverse gravity as the spell.

77 User grows a turtle shell. 93 User becomes translucent.

78 User turns into salt. 94 User gains feign death as the spell.

79 User is subject to a stoneskin spell. 95 User gains true seeing as the spell.

80 User’s head grows to double size. 96 User gains one mirror image as the spell.

81 User’s Strength increases by 1 point 97 All user’s ability scores permanently increase by 1d4 + 1 points..

82 User’s Dexterity increases by 1 point 98 User gains fire shield as the spell.

83 User can speak only gibberish. 99 Roll again; result is permanent.

84 User gains infravision. 100 Roll two times. If this result occurs again, user dies.

Appendix: Mishaps |113


Alchemical Quirks

There is a 25% chance that any given beneficial item also has a quirk. These quirks last for the duration of the item.

Table A–3: Alchemical Quirks

1d100 Result 32 Item causes 1d4 + 1 rounds of vomiting after use.
1 33 The item’s effect is reversed.
2 User glows a color. 34 User gains a disease.
3 35 User’s hair changes color.
4 User’s skin changes color. 36 User becomes terribly thirsty.
5 37 User gains a migraine.
User cannot speak due to swollen tongue for 1d4 hours. 38 User’s hair turns to snakes.
6 39 User’s hands twist and become useless.
7 User receives a +1 bonus on Perception checks. 40 User hiccups uncontrollably.
8 41 User’s skin becomes transparent.
9 User has tinnitus for the duration of the item or three minutes, 42 User levitates one inch off the ground.
10 whichever is longer. 43 User’s footprints glow.
11 44 User is covered in scales.
12 Item works at half power. 45 User appears to be made of ice.
46 User oozes sweet-smelling oil.
13 Item has double duration. 47 An illusionary double of user appears five feet away.
14 48 User looks like a nearby creature.
15 User is drunk for 2d12 hours after using item. 49 User begins starving.
50 User becomes dehydrated.
16 User loses or gains infravision to 60 feet. 51 User vomits up a random potion at the end of the duration.
17 52 User experiences a seizure that lasts for 1d3 rounds.
This item does not affect humans. 53 User can read the thoughts of any visible creature within 10 feet.
18 54 User takes a –5 penalty to Intelligence and Wisdom checks.
This item does not affect demi-humans. 55 Noise is made when the user moves, such as humming, squeaking,
19 etc.
20 User experiences disorientation, imposing a –2 penalty on attack 56 User’s skin oozes oil filled with soot.
21 rolls and ability checks. 57 User gains a rash, giving a –1 penalty on attack rolls and ability
22 checks.
User experiences drowsiness. 58 User loses 2d8 hit points.
23 59 User has blurry vision for the duration and –1 penalty on attack rolls.
24 User glows in the dark. 60 User exudes stench that causes creatures within 10 feet that fail a
25 DC 14 Constitution saving throw to have a –2 penalty on attack
26 The item is sickening to use. User must succeed on a DC 10 61 rolls.
27 Constitution check to use. 62 User gains tremors that cause –1 penalty on to-hit and damage rolls.
28 User is subject to falls. Succeed at a DC 10 Dexterity (Acrobatics)
User has a random ability lowered by 2. 63 check when moving or fall prone.
29 64 Temperature drops 1d4 x 10° Fahrenheit in 30 feet.
30 If exposed to air for more than one round, the item evaporates or 65 Temperature rises 1d4 x 10° Fahrenheit in 30 feet.
31 congeals. User shrinks proportionately to lost hit points.

The item has an unpredictable effect each time it is used. Roll d10:
1–5, normal effects; 6–8, nothing happens; 9–10, nothing occurs and
user is stunned for 1d3 rounds.

Explosive! The item has a 75% chance to explode and be ruined.

User gets logorrhea.

Item is addictive.

User’s skin acquires a pattern for 24 hours. Roll 1d6: 1–3 is spots;
4–6 is stripes.

User is slow and covered in ice.

User appears wreathed in phantasmal fire.

Hair grows two inches per minute.

User’s voice sounds robotic, like grinding metal.

User’s eyes glow.

Smoke pours from user’s ears and eyes, filling a 10-foot cube each
round.

All hair falls out (permanently).

All water that comes within 10 feet of the user turns to blood.

User is confused, as the spell.

114|Tome of Alchemy


66 User is unable to move face while speaking, causing –2 penalty on
Charisma-based skill checks.

67 User’s eyes turn insectile.
68 Item does not affect men.
69 Item does not affect women.
70 User suffers exhaustion.
71 User is panicked.
72 User is hasted as the spell.
73 User’s hair turns to wire.
74 User is blinded or deafened for the duration.
75 User develops stutter.
76 User sprouts feathers.
77 User suffers vertigo.
78 Non-humans become invisible to the user.
79 User’s fingernails fall out.
80 User’s skin acquires a brick texture.
81 User may speak only in tongues.
82 User grows antennae.
83 User’s eyes turn black.
84 User grows nonfunctional wings.
85 User stinks of dirty socks.
86 User forgets only his name and his friends.
87 User’s AC improves by 2.
88 User hears voices.
89 User sees visions and hallucinations.
90 User becomes covered in runes.
91 User grows a new extremity or limb.
92 User grows mandibles.
93 User’s skin oozes honey.
94 User’s skin becomes bloodstained.
95 User cannot speak
96 User gains 4d10 pounds.
97 User grows claws, granting two attacks, 1d6 slashing damage each.
98 User can see into the Ethereal Plane.
99 User allergic to item. DC 20 Constitution saving throw or die.
100 Effect of item becomes permanent.

Appendix: Mishaps |115


Alchemical Ideas 23 A harmless old lady is selling black candles in her candle shop. A
24 curious wizard hires the characters to discover where she is getting her
This isn’t just a book with lists of treasure. Each item in this book can be used 25 materials to craft such an item.
to start a story or add a twist to a story. Below are 100 examples you can expand 26
upon. 27 The water in town has suddenly become diseased, and it does not appear
28 to be a normal matter.
Table A–4: Story Ideas 29
30 A thief who uses his ethereal ability to commit crimes hires the party to
1d100 Result 31 replace a museum’s phasebound incense with normal incense.
1 32
2 Local children have been stealing alchemist’s befuddlement grenades Rats are overrunning the city. That strange smell at night is stinkstuff
3 and drinking them to get high. The long-term effects of drinking these 33 incense. A naga is calling the rats to the city!
4 grenades are terrible and already one child has died. 34
5 A merchants’ guild is wildly profitable. The characters are hired to find
6 A nearby ogre kidnapped a group of kobolds and is forcing them to craft 35 out why. They are using amounts of buoyancy ointment to overload their
7 alchemist’s fire to fuel his new war machine. 36 ships.
8 37
9 A nearby tribe of wererats has been dumping alchemist’s terror into the 38 An area has been scoured for a scrying mage causing trouble, and he
10 water supply. How will the characters respond to a city of madmen? 39 can’t be found. He’s using clarity ointment to extend the range of his
40 influence.
11 An alchemist has discovered a way to make black-light permanent. She 41
12 is slowly expanding a permanent globe of darkness from her tower. 42 A sorcerer arrived, and the king has taken a liking to her. She’s using an
43 ointment of some kind to influence the king. How can she be stopped
13 An angel of retribution has attacked a local church. The priest is being 44 without drawing the wrath of her new best friend?
14 punished for killing good creatures to create blessed spheres. 45
15 46 Insect repellent is killing bees, and the beekeeper is hopping mad.
People in town are seen with bright stains on their skin. When 47
16 questioned, they say nothing. They are engaged in a secret underground The characters are sold fake magic items covered in a paste that creates
17 gaming ring involving dye bombs to mark the losers. a false magic aura. Who is at fault? The seller or the merchant he buys
18 from?
19 Firewood in town keeps exploding in searing bursts of flame. A nearby
20 dryad alchemist is seeding trees with fireburst pellets to protect her The characters are approached by some disgruntled townsfolk. A
21 forest. mountebank came into town to sell them salve of protection, rust. It
22 worked when he showed it off, but what they bought ruined all the metal
Thieves are using flash pellets to stage dramatic robberies. They appear they used it on. They want the characters to track down the seller who
to be immune to the pellets’ effects. happens to be a leprechaun.

A popular fashion among youth is using frost sap to scar themselves. One of the characters’ henchmen is using cologne that causes a wild
One youth was seriously injured. reaction in all those who encounter the party.

A nearby lighthouse suddenly begins shining a dim blue-green light. The A thief in plate armor has been committing heists. She’s treated
town suspects it is haunted, but secretly an alchemist with a vendetta is the armor with armor malleability and quieting paste until it’s as
playing a prank on the lighthouse maintainer by replacing all her oil with comfortable as normal clothing. She does it to hide the fact that she’s
shadow oil. either the queen, a character’s mother, or the demure wife of a political
figure.
An earthquake opened a crevice near an important natural resource. The
crevice releases a gas that functions as sleepsmoke. Someone used absorption powder to turn a moat into paste. The culprit?
A traitor who did so for the army that plan to attack in the morning.
A new entertainment venue has opened: a skating rink on large blocks of
granite covered in slickshell. However, the proprietor has been stealing Healthy people are dying of mysterious heart attacks! No sign of magic
local livestock in order to get enough animal fat to keep his supply is detected. The murderer is injecting a powder into their veins that
current. causes blood clots.

An alchemist’s shop has been closed for weeks and the city wonders Denizens of the forest come to ask the party to track down the alchemist
why. The god of fungus and slime turned the alchemist into a who’s seeding their forest with defoliant powder. The alchemist is a
spellcasting slime in retribution for producing slime bane. bitter mountain ogre mage.

An alchemist producing alchemist’s kindness is being harangued by A well-known public figure begins acting strangely but no enchantment
teetotalers. The situation is ready to erupt into violence. is detected. Who is dosing him with contrariness powder and can they be
stopped before it becomes permanent?
Explosions in the cemetery have occurred, leaving shattered remains. A
local prankster under the influence of a necromancer has been sneaking A cult of secrets is dosing its members with delirium powder. Several
into the cemetery and covering bones in bone bomb solution. How’s he prominent council members joined or are considering joining the cult.
sneaking into the cemetery? He’s a vampire. Those who are as risk of having their secrets exposed are panicking.

Several adventurers have gone missing. It turns out the potions of An alchemist posts a reward for anyone who can produce a container
healing they are buying aren’t actually curing anything. They are just capable of holding a substance he has invented.
extremely alcoholic.
A woman asks for help seeking an alchemist who can produce tincture of
A necro-alchemist is coating undead in death flames. This scourge must wolfsbane. However, as you travel, you appear to be stalked by a wolf …
be stopped.
Who are the characters? Each has an amazing variety of skills, but none
The king is dead! But a cloaked figure approaches the party and claims of them even knows their own name. They must discover who dosed
that he has been given false slumber. They must rescue him before it is them with dust of amnesia and attempt to restore their memory.
too late.
An orc force has been making devastating strikes against nearby elven
A brave knight disappeared and she is needed for a quest. The knight is encampments. No one knows how they created stealthy war machines.
a coward who has been using carnelian flower of courage to get up the The tribe’s alchemist has learned to produce dust of blending.
gumption to do quests. Now she’s too drunk to do anyone any good.
The characters are poisoned with dust of blighted bones! They have
A village seems preternaturally calm in the face of disaster. The mayor is seven days to track down who killed them.
an alchemist and has everyone in the village addicted to a substance of
some kind. A huge cloud of dust springs up east of town. The party is sent to
investigate. An evil wizard and his minions are using dust of clouds to
An alchemical stimulant has been outlawed! Yet citizens are still using it. cause a distraction to hide the construction of a tower.
Who’s making it?
Farmers and livestock traders are angry because an alchemist producing
A wandering alchemist recently sold a number of defective potions in dust of consumption is making them obsolete, feeding the populace with
town, and then headed for the hills. Is he a nefarious anarchist working the novel food of flavored rocks.
alone, or was this part of a sinister plot?
The woods are filled with a mysterious tribe of deformed ogres, and
villagers keep disappearing. An alchemist is secretly kidnapping
townsfolk and using dust of deformity on them.

116|Tome of Alchemy


48 A forest is growing up near town. At first it seems like a boon, but then it 74 A cultist gave his minions an elixir of revenge for a nasty surprise.

begins to encroach upon the road, and traffic dwindles. Will they be able 75 A strange shrubbery is seen in several places around town. Will they
to stop the centaur alchemist using dust of fertile growth before the town discover the halfling thief under the influence of an elixir of shrubbery.
is overrun?

49 A local tribe of primitives has begun viciously attacking townsfolk. An 76 A strange cult is turning people into living skeletons using an elixir of
alchemist has been addicting them to dust of fury. skeletal visage.

50 A strange hazy chamber is said to drive anyone mad who enters. They 77 A murderous tiger is attacking a village, but the villagers seem unable to
just endlessly repeat the same action again and again. It is actually just a stop it. It has been warded with an salve of animal sanctuary.

large chamber filled with dust of looping. 78 A nearby wererat mage attempted to animate his furniture with salve of

51 The court wizard suddenly becomes weak and ineffective. Can they find animation so it would clean itself. But something went horribly wrong
the imp dosing her food with dust of maladweomer. and now they won’t stop.

52 A high-level party is asked to retrieve an item. Easy right? Except that 79 A mysterious sprite is performing strange curses in the castle. Will the
it’s hidden in a chest filled with dust of nondetection. characters discover that she is using a salve of the green to enter through
the tree in the throne room?

53 A nearby temple is discovered, but everyone who visits leaves in terror. 80 The local contest’s first prize turned them into a monstrous beast that
Dust of panic coats the floor of the entrance hall. now terrorizes the area.

54 Strange murders are occurring, and the bodies appear to have exploded 81 A vampire used salve of immobility to trap the residents of a castle. Can
from within. They are surrounded by a red, pulpy substance. Will the they be saved?
characters discover the noble alchemist who is poisoning his opponents

with dust of roughage? 82 A goblin alchemist has received a permanent effect from an elixir of

55 A gang of mercenary criminals is known for being totally silent while emotions, and it has bred true! The resulting scourge of suddenly-
they work. The party is hired to stop them. Can they survive against a powerful goblins must be stopped.

group that coordinates their actions using dust of the sparkling mind? 83 A troll alchemist has mastered the formulas for salve of acid resistance

56 A village suddenly becomes old overnight. A night hag visited each and salve of fire resistance.

villager in their dreams and dosed them with an elixir of aging. 84 A shipment of salve of stonewalking is en route to those besieging a city.

57 A band of yeti are attacking a southern town. The yeti are actually Can the shipment be stopped before it spells doom for those trapped in
bandits who quaff elixirs of fur growth to hide their identities. the city?

58 A new pugilist is upsetting all the thieves’ guild’s carefully planned 85 A statue in the center of town stands up one day and walks out of town.
fights. Turns out he had a 2–11 record before this comeback. The party What orders does the construct have?

is hired to investigate. Will they discover his use of the elixir of the iron 86 A magma construct being used as a moat has rebelled, and now no one

fist? can enter or leave the castle.

59 A prophecy occurred, and an ancient hero has not awakened from her 87 An alchemist is selling alchemical potions that have a random effect,

elixir of suspended animation. No one knows what condition was set. sepite the fact that they are being prepared properly. What is happening,

60 Somebody is selling elixir of super heroic fighting — cheap! No way and why?

they are free of side effects. Not only that, enemies of the characters 88 A noble purchased a sigil of silence to use on their spouse, but now finds

seem to be snapping them up. it is they who cannot speak. Can the characters do anything to help him

61 The elven archers always win the kingdom’s archery competition — but fix the problem? Do they even care?

now they have lost to a squad of dwarven archers! They suspect trickery, 89 An alchemist is said to be attempting to create all 13 gem talismans.

and their suspicions are correct: the dwarves consumed elixirs of vision Since only three can be used at most, what is he planning on doing with

of the eagle. them?

62 Animals are setting traps in the forest! A hag alchemist is dosing the 90 A fire demon appeared and is causing havoc in a local village. It isn’t

woodland creatures with philters of the awakened mind. a demon, but an alchemist who wasn’t pure of spirit who attempted to

63 A good dragon is attacking the town! Why? Ask the alchemist in the consume an apotheosis of fire (elemental transubstantiation).

woods with a potion of dragon control. 91 A character is arrested and dragged before the court. They offer the

64 Psionicists are being killed one by one — even powerful ones. The character freedom if the party can locate the source of the mysterious
assassin must be using philter of insanity shield to protect themselves. golden bars devaluing the currency. Can they track down whoever is
crafting apotheosis of mercury?

65 An important political figure has fallen in love with an inappropriate 92 They characters corner their final opponent. But no matter what they do
person! Can the characters find out who dosed the leader with an elixir to kill him, he just laughs and laughs! How can they defeat someone who
of Venus? has consumed apotheosis of sulfur?

66 The enemy seems to know every secret plan and all troop locations. 93 After a mountebank rolled through town, everyone bought new restful
Nothing has gone missing. Can the characters find the spy using an elixir mattresses. Only no one is getting any rest at all, and now there is chaos
of recall? and fighting in the city. Were they tricked or is there something wrong

67 The kingdom mandates the use of an elixir on prisoners that causes them with the bedrolls of rest?

to tell the truth when questioned. Protests are occurring. Which side will 94 What’s in that bottle of holding?
the characters choose?

68 A rival thieves’ guild is using potions of clairvoyance and potions of 95 In a large city, there’s a huge demand for heating and cooling boxes.
clairaudience to outperform the competition. Now they have decided However, there are not enough essences to craft as many as people want.
to solve the problem by destroying the alchemist’s guild. Can the Some unscrupulous people are trying to raise hell hounds and yeti — in
alchemist’s guild be saved? the same breeding facility!

69 The kingdom’s secrets are escaping! At night, a werebat is using an elixir 96 The cloak of eyestalks seemed like a great bargain until the stalks seemed
of dream speech to spy on the king. to gain minds of their own.

70 A giant is terrorizing a small hamlet, but it turns out that the “giant” is 97 All the party’s items disappeared in the night and were replaced with
just a gnome suffering from permanent miscibility of an elixir of growth. potions and elixirs.

71 Cheap potions of invisibility cause problems on two fronts: a war over a 98 A series of pools are springing up nearby. What strange subterranean
diamond mine and a rash of invisible crimes. Can the characters stop this alchemist is causing this?

masterminded plan of a goblin alchemist? 99 A rash of poisonings has occurred. Can the characters track down the

72 An elixir has gone terribly wrong. Spells being cast by the local wizard werewolf gnomes producing this new poison?

take physical form and terrorize those nearby. 100 Several politicians are swaying large numbers of people toward violent

73 A metal golem is actually an ogre with a permanent elixir of reflective acts. Can the characters discover the bugbear alchemist vampires behind
form. The confused party may expect a much tougher fight than it is. the act?

Appendix: Mishaps |117


Introduction...........................................................................4 Types of Alchemical Equipment.......................................21
Alchemical Devices.......................................................21
Why Alchemy?......................................................................4 Grenades.......................................................................21
Incense..........................................................................21
How to Use This Book...........................................................4 Liquids and Tonics........................................................21
Ointments and Pastes....................................................21
Chapter One: Alchemy Basics................................................5 Powders.........................................................................21
Solvents........................................................................21
Background and Skills...........................................................5 Tinctures....................................................................... 21

Background............................................................................5 Alchemical Devices.............................................................22
Table 3–1: Alchemical Devices ..................................22
Availability of Items..............................................................5 Table 3–2: Alchemical Glove Energies .......................26
Table 1–1: Alchemical Item Availability........................5
Grenades, Pellets, and Stones...............................................30
Crafting and Researching.......................................................6 Table 3–3: Grenades, Pellets, and Stones.....................30
The Alchemical Laboratory................................................6
Research.............................................................................6 Incense.................................................................................36
Overview.........................................................................6 Table 3–4: Incense.......................................................36
Preparing for Research....................................................6
Table 1–2: Information Gathering DC...........................7 Liquids and Tonics...............................................................38
Researching.....................................................................7 Table 3–5: Liquids and Tonics.....................................38
Table 1–3: Spell Research and Settlement Required......7
Table 1–4: Magical Item Research and Settlement Ointments and Pastes...........................................................40
Required .......................................................................7 Table 3–6: Ointments and Pastes.................................40
Crafting an Item..............................................................7
Table 1–5: Item Rarity...................................................7 Powders...............................................................................42
Fire.....................................................................................8 Table 3–7: Powders.....................................................42
Table 1–6: Fire Progression...........................................8 Table 3–8: Incendiary Powder Effects ........................43
Some Caveats..................................................................8
Gas Clouds.........................................................................8 Solvents...............................................................................45
Types of Clouds..............................................................8 Table 3–9: Solvents ....................................................45
Smoke............................................................................8
Poison Gas.....................................................................8 Tinctures.............................................................................. 46
Table 1–7: Gas Types.....................................................9 Table 3–10: Tinctures..................................................46
Alchemical Gas...........................................................10
Magical Gas.................................................................10 Chapter Four: Magic Items..................................................48
Gas Dispersion..............................................................10
Table 1–8: Gas Cloud Duration....................................10 Crafting Cost of Magic Items...............................................48
Table 4–1: Magic Items Rarity.....................................48
Chapter Two: Materials and Essences.................................. 11
Candles................................................................................48
Basic Materials.................................................................... 11 Arcane Warding Candle....................................................48
Black Candle....................................................................49
Mineral Essences................................................................. 11 Blade Candle....................................................................49
Rare Earth........................................................................ 11 Blinking Candle................................................................49
Gemstones........................................................................ 11 Blue Candle......................................................................49
Rare Metals...................................................................... 11 Brilliant Candle................................................................49
Table 2–1: Mineral Essences........................................ 11 Detonating Candle............................................................49
Divination Candle.............................................................49
Vital Essences......................................................................12 Flame Arrow Candle.........................................................49
Table 2–2: Vital Essences............................................12 Gold Candle......................................................................49
Holy Candle......................................................................49
Vital Essence Types..........................................................12 Radiant Candle.................................................................49
Table 2–3: Vital Essence Types by Category................12 Reflection Candle.............................................................49
Sanctuary Candle..............................................................49
Distilling Vital Essences...................................................13 Shielding Candle..............................................................50
Harvesting Essences.........................................................13 Vision Candle...................................................................50
Distillation........................................................................13 Wizardry Candle...............................................................50

Table 2–4: Number of Harvestable Components..........13 Cusps, Eyes, and Spectacles.................................................50
Alternate Essences............................................................13 Cusp of Antimagic............................................................50
Cusps of Blasting..............................................................50
Not Using Essences.......................................................13 Cusps of Enthrallment......................................................50
Sources of Vital Essences.................................................14 Cusps of Illusion Detection...............................................50
Cusps of Precognition.......................................................51
Table 2–5: Sources of Vital Essences...........................14 Eyes of Night Vision.........................................................51
Table 2–6: Vital Essences by Monster..........................16

Chapter Three: Alchemical Equipment.................................20
Reading the Formulas.......................................................20
Your Own Formulas..........................................................20

118|Tome of Alchemy


Eyes of Shade...................................................................51 Elixir of Anesthesia..........................................................57
Eyes of Skysight...............................................................51 Elixir of Balance...............................................................57
Eyes of the Withering Gaze..............................................51 Elixir of Beauty................................................................57
Spectacles of Comprehension...........................................51 Elixir of Bestial Boon.......................................................58
Spectacles of Life Sight....................................................51
Spectacles of Secret Door Detection.................................51 Table 4–3: Spiritual Animal Guides ............................58
Elixir of Bouncing............................................................58
Dusts....................................................................................52 Elixir of Clarity................................................................58
Dust of Amnesia...............................................................52 Elixir of Cloaking Shadows..............................................58
Dust of Arcane Weakness.................................................52 Elixir of Control, Animal..................................................58
Dust of Blending..............................................................52
Dust of Blight...................................................................52 Table 4–4: Animal Category .......................................58
Dust of Blighted Bones.....................................................52 Elixir of Control, Dragon..................................................59
Dust of Blindness.............................................................52
Dust of Blood Leech.........................................................52 Table 4–5: Dragon Type...............................................59
Dust of Breaching.............................................................52 Elixir of Control, Elemental..............................................59
Dust of Burning................................................................53
Dust of Catastrophe..........................................................53 Table 4–6: Elemental Type..........................................59
Dust of Cloud Dispersal....................................................53 Elixir of Control, Giant.....................................................59
Dust of Clouds..................................................................53
Dust of Confusion.............................................................53 Table 4–7: Giant Type..................................................59
Dust of Consumption........................................................53 Elixir of Control, Human..................................................59
Dust of Decay...................................................................53
Dust of Deformity.............................................................53 Table 4–8: Humanoid Type..........................................59
Dust of Deliquescence......................................................53 Elixir of Control, Plant.....................................................59
Dust of Detect Illusion......................................................53 Elixir of Control, Undead.................................................60
Dust of Dispelling............................................................53
Dust of Deprivation..........................................................54 Table 4–9: Undead Type..............................................60
Table 4–2: Affected Senses..........................................54 Elixir of Crawling.............................................................60
Dust of Distraction...........................................................54 Elixir of Cure Insanity......................................................60
Dust of Echoes..................................................................54 Elixir of Cure Nervous Disorders.....................................60
Dust of Fertile Growth......................................................54 Elixir of Danger Sense......................................................60
Dust of Fury.....................................................................54 Elixir of Defense..............................................................60
Dust of the Grave.............................................................54
Dust of Instant Ice............................................................54 Table 4–10: Defense Bonus.........................................60
Dust of Lightness..............................................................54 Elixir of Deflation.............................................................60
Dust of Looping................................................................54 Elixir of Dexterity............................................................60
Dust of Maladweomer......................................................54 Elixir of Diminution.........................................................60
Dust of Mind Dulling.......................................................55 Elixir of Dispelling...........................................................60
Dust of Nondetection........................................................55 Elixir of Dragon Attractant...............................................61
Dust of Panic....................................................................55 Elixir of Dream Speech....................................................61
Dust of Paralyzation.........................................................55 Elixir of Dreams...............................................................61
Dust of Planar Severance..................................................55 Elixir of Eldritch Intensity................................................61
Dust of Redirection...........................................................55 Elixir of Emotions............................................................61
Dust of Rending Protections.............................................55 Elixir of False Divinity.....................................................61
Dust of Revealing.............................................................55 Elixir of Forms.................................................................61
Dust of Roughage.............................................................55 Elixir of Fur Growth.........................................................61
Dust of Rust......................................................................55 Elixir of Good Fortune.....................................................62
Dust of Slayerbane...........................................................56 Elixir of Growth...............................................................62
Dust of Sleep....................................................................56 Elixir of Heroic Aid..........................................................62
Dust of Sneezing..............................................................56 Elixir of Heroic Fighting..................................................62
Dust of Solid Vapor..........................................................56 Elixir of Heroic Fighting, Super.......................................62
Dust of the Sparkling Mind...............................................56 Elixir of Heroic Larceny...................................................62
Dust of Spirit Binding.......................................................56 Elixir of Heroic Spellcasting.............................................62
Dust of Toxin Adherence..................................................56 Elixir of Immunity, Cold...................................................62
Dust of Turn Resistance....................................................56 Elixir of Immunity, Control..............................................62
Elixir of Immunity, Fire....................................................62
Elixirs..................................................................................57 Elixir of Immunity, Metal.................................................62
Elixir of Absorption..........................................................57 Elixir of Immunity, Petrification.......................................62
Elixir of Aging..................................................................57 Elixir of Immunity, Poison................................................62
Elixir of Insanity Shield....................................................62
Elixir of Knitted Bones.....................................................63
Elixir of Language............................................................63
Elixir of Liquidity.............................................................63
Elixir of Location.............................................................63
Elixir of Lockpicking........................................................63
Elixir of Longevity...........................................................63

Tome od Alchemy Index |119


Elixir of Lucky Fate..........................................................63 Elixir of Unguis................................................................68
Elixir of Magnetism..........................................................63 Elixir of Vanity.................................................................68
Elixir of Manners..............................................................63 Elixir of Venus..................................................................68
Elixir of Memory..............................................................63 Elixir of Vision of the Eagle.............................................68
Elixir of Mental Composure.............................................63 Elixir of Vitality...............................................................68
Elixir of Mind Damp........................................................63 Elixir of Youth..................................................................68
Elixir of Mirrored Eyes.....................................................63
Elixir of Natural Renewal.................................................64 Miscellaneous Items.............................................................69
Elixir of Nutrition.............................................................64 Alchemical Jug.................................................................69
Elixir of Perception..........................................................64 Table 4–12: Alchemical Jug Production.......................69
Elixir of Poison Breath.....................................................64 Alchemical Retort.............................................................69
Elixir of Poison Flesh.......................................................64 Automated Alchemist.......................................................69
Elixir of Poison Touch......................................................64 Banishment Globe............................................................69
Elixir of Protection from Immiscibility.............................64 Beaker of Plentiful Potions...............................................69
Elixir of Protection from Lycanthropes.............................64 Bedroll of Rest.................................................................69
Elixir of Protection from Magic Missile...........................64 Bottle of Heckling............................................................69
Elixir of Protection from Magic Weapons.........................64 Bottle of Holding..............................................................69
Elixir of Protection from Noxious Gas..............................64 Bottle of Pleasing Odors...................................................69
Elixir of Protection from Spirits.......................................65 Bottle of Preservation.......................................................69
Elixir of Protection from Sprites.......................................65 Bottle, Brazen...................................................................70
Elixir of Protection from Vampires...................................65 Table 4–13: Number of Creatures Affected by Brazen
Elixir of Psychic Trap.......................................................65 Bottle...........................................................................70
Elixir of Rainbow Hues....................................................65 Bottle, Reinforced............................................................70
Elixir of Rapid Healing.....................................................65 Box, Cooling....................................................................70
Elixir of Recall.................................................................65 Box, Heating.....................................................................70
Elixir of Recuperation......................................................65 Caltrops, Walking.............................................................70
Elixir of Reflective Form..................................................65 Carafe of Steeds................................................................70
Elixir of Revenge..............................................................65 Table 4–14: Carafe of Steeds Random Mount Table....70
Elixir of Revivification.....................................................65 Case of Freshness.............................................................70
Elixir of Safe Consumption..............................................65 Cauldron of Potions..........................................................70
Elixir of Scent Control......................................................65 Censer of Incense of Burning...........................................70
Elixir of Sculpture............................................................66 Cloak, Aegis.....................................................................71
Elixir of Shrieking............................................................66 Cloak of Eyestalks............................................................71
Elixir of Shrubbery...........................................................66 Table 4–15: Cloak of Eyestalks Effects........................71
Elixir of Skeletal Visage...................................................66 Cloak of Light..................................................................71
Elixir of Skill....................................................................66 Cloak of Rigidity..............................................................72
Elixir of Sleep..................................................................66 Cloak of Wilderness Comfort...........................................72
Elixir of Sleep Breath.......................................................66 Copper Flask....................................................................72
Elixir of Somatic Remedy.................................................66 Crown of Ails...................................................................72
Elixir of Spines.................................................................66 Fabric, Air........................................................................72
Elixir of Strength, Ogre....................................................66 Fabric, Chameleon............................................................72
Elixir of Suspended Animation.........................................66 Globe, Cosmetic...............................................................72
Elixir of Swimming Fish...................................................67 Globe of Oozes, Slimes, and Jellies..................................72
Elixir of Tactile Enhancement...........................................67 Globe, War Shroud...........................................................72
Elixir of the Acidic Palm..................................................67 Gloves, Energy Bolt.........................................................72
Elixir of the Green............................................................67 Table 4–16: Energy Bolt Glove Requirements.............72
Elixir of the Iron Fist........................................................67 Goblet of Purity................................................................73
Elixir of the Mole.............................................................67 Ink, Toxic.........................................................................73
Elixir of the Rainbow Bridge............................................67 Liquid Iron.......................................................................73
Liquid Road......................................................................73
Table 4–11: Rainbow Bridge Placement DC................67 Medusa Wig......................................................................73
Elixir of the Remorhaz.....................................................67 Monster Teeth...................................................................73
Elixir of the Scorpion.......................................................67 Mortar and Pestle of Force................................................73
ELixir of the Umbra.........................................................67 Portable Valise of Frugality..............................................73
Elixir of Tiny Feet............................................................68 Rope, Endless...................................................................74
Elixir of Toad Skin...........................................................68 Rope, Extension................................................................74
Elixir of Torpidity.............................................................68 Rope Of Iron.....................................................................74
Elixir of Treasure Finding.................................................68 Shroud of Smoke..............................................................74
Elixir of Underground Awareness.....................................68 Skeleton Key....................................................................74

120|Tome of Alchemy


Sphere, Split-Second........................................................74 Salve of Transparency......................................................80
Waterskin, Endless............................................................74 Salve of Turning...............................................................80
Salve of Warding..............................................................80
Salves..................................................................................75
Salve of Acceleration........................................................75 Spell-Infused Potions...........................................................81
Salve of Agelessness.........................................................75 Table 4–21: Potion Rarity............................................81
Salve of Animal Sanctuary................................................75
Salve of Animation...........................................................75 Cursed and Failed Alchemy.................................................81
Salve of Arcane Scent.......................................................75 Elixir of Amnesia..............................................................81
Salve of Armor.................................................................75 Elixir of Blindness............................................................81
Salve of Basic Weapon Enhancement...............................76 Elixir of Bubbles..............................................................81
Table 4–17: Salve of Basic Weapon Enhancements.....76 Elixir of Cowardice..........................................................81
Salve of the Black Grave..................................................76 Elixir of Deafness.............................................................81
Salve of Blasting..............................................................76 Elixir of Drunkenness.......................................................81
Table 4–18: Salve of Blasting Damage........................76 Elixir of Gluttony.............................................................81
Salve of Camouflage.........................................................76 Elixir of Insomnia.............................................................81
Salve of Clarity.................................................................76 Elixir of Lethargy.............................................................82
Salve of Disenchantment..................................................76 Elixir of Madness.............................................................82
Salve of Elasticity.............................................................76 Elixir of Pestilence...........................................................82
Salve of Elemental Invulnerability....................................76 Elixir of Petrification........................................................82
Salve of Eternal Flame.....................................................77 Elixir of Pox.....................................................................82
Salve of Etherealness........................................................77 Elixir of Rage...................................................................82
Salve of Expert Weapon Enhancement..............................77 Elixir of Reduction...........................................................82
Table 4–19: Salve of Expert Weapon Enhancements....77 Elixir of Regression..........................................................82
Salve of Fiery Burning.....................................................77 Elixir of Tragic Heroism...................................................82
Salve of Fortifying............................................................77 Elixir of Ventriloquism, Reversal......................................82
Salve of Illumination........................................................77 Elixir of Vulnerability, Fire...............................................82
Salve of Immobility..........................................................77 Elixir of Weakness............................................................82
Salve of Impact.................................................................77 Elixir of Worm Calling.....................................................82
Salve of Iniquity...............................................................77 Elixir of Yellow Mold.......................................................82
Salve of Insectile Barrier..................................................77 Salve of Fumbling............................................................83
Salve of Loosening...........................................................78 Salve of Lightning............................................................83
Salve of Magical Backlash................................................78 Salve of Phosphorescence.................................................83
Salve of Making...............................................................78 Salve of Poison.................................................................83
Salve of Monster Repulsion..............................................78 Salve of Scents.................................................................83
Salve of Pacification.........................................................78 Salve of Sulfur..................................................................83
Salve of Pilfering..............................................................78
Salve of Power..................................................................78 Chapter Five: Alchemical Magecraft....................................84
Salve of Protection, Insects...............................................78
Salve of Protection, Rust..................................................78 Material Apotheosis.............................................................84
Salve of Protoplast............................................................78 Table 5–1: Material Apotheosis...................................85
Salve of Reanimation........................................................78
Salve of Resistance, Acid.................................................79 Apotheosis of Air (Elemental Transubstantiation)........... 85
Salve of Resistance, Fire..................................................79 Apotheosis of Earth (Elemental Transubstantiation)....... 85
Salve of Scentlessness......................................................79 Apotheosis of Fire (Elemental Transubstantiation)......... 85
Salve of Scribe.................................................................79 Apotheosis of Gold (True Gold)................................... 85
Salve of Scrying...............................................................79 Apotheosis of Iron (Elemental Transubstantiation)......... 85
Salve of Shadows.............................................................79 Apotheosis of Lead (True Lead)................................... 85
Salve of Sharpness............................................................79 Apotheosis of Mercury (True Mercury)......................... 85
Table 4–20: Salve of Sharpness Strength Table............79 Apotheosis of Platinum (True Platinum)........................ 86
Salve of Stasis..................................................................79 Apotheosis of Silver (True Silver)................................ 86
Salve of Steel....................................................................79 Apotheosis of Sulfur (Elemental Transubstantiation)...... 86
Salve of Stonewalking......................................................80 Apotheosis of Tin (True Tin)........................................ 86
Salve of the Green............................................................80 Apotheosis of Water (Elemental Transubstantiation)....... 86
Salve of the Marionette.....................................................80
Salve of the Threshold......................................................80 Mineral Alchemy.................................................................87
Salve of Timelessness.......................................................80 Table 5–2: Mineral Alchemy Price List........................88
Salve of Total Command...................................................80
Salve of Transcendent Filth..............................................80 Agate Catagemma of Warding..........................................88
Agate Flower of Rapport..................................................88
Agate Lozenge of Hydration.............................................88
Alexandrite Flower of Fortune..........................................88
Amber Catagemma of Sense Restoration..........................89
Amber Fulminating Charge of Lightning..........................89

Tome od Alchemy Index |121


Table 5–3: Amber Fulminating Charge Power Increase.89 Table 5–9: Ruby Catagemma Power Increase..............93
Amber Lozenge of Health.................................................89 Ruby Flower of Warmth...................................................93
Amethyst Catagemma of Arcane Shield............................89 Ruby Lozenge of Fire Breath............................................93
Aquamarine Flower of Concord........................................89
Aquamarine Lozenge Of Wealth.......................................89 Table 5–10: Ruby Lozenge Effects..............................93
Bloodstone Catagemma of Invisibility..............................89 Sapphire Lozenge of Escape.............................................93
Bloodstone Fulminating Charge of Smoke........................89 Violet Garnet of Health.....................................................93
Carnelian Catagemma of Healing.....................................89
Sigils....................................................................................94
Table 5–4: Carnelian Catagemma Power Increase........89 Table 5–11: Sigil Crafting Costs..................................94
Carnelian Flower of Courage............................................89
Carnelian Fulminating Charge Of Calm............................90 Sigil of Curing..................................................................94
Carnelian Lozenge of Poison Neutralization.....................90 Sigil of Dimensional Jaunts..............................................94
Chalcedony Flower of Undeath Ward...............................90 Sigil of Extension.............................................................94
Chalcedony Fulminating Charge of Undead Torment........90 Sigil of Extrasensory Perception.......................................95

Table 5–5: Chalcedony Fulminating Charge Power Table 5–12: Extrasensory Perception Concentration
Increase.......................................................................90 Effects ........................................................................95
Chalcedony Lozenge of Strength......................................90 Sigil of Fear......................................................................95
Chrysoberyl Flower of Luck.............................................90 Sigil of Fire Resistance.....................................................95
Chrysoberyl Fulminating Charge of Banishing.................90 Sigil of Flame...................................................................95
Chrysoberyl Lozenge of Fate............................................90 Sigil of Fortitude..............................................................95
Chrysoprase Flower of Nondetection................................90 Sigil of Gusting Winds.....................................................95
Chrysoprase Lozenge of Oratory......................................90 Sigil of Healing................................................................95
Coral Catagemma of Warding...........................................90 Sigil of Holding................................................................95
Coral Flower of the Mind.................................................90 Sigil of Hypnotism...........................................................95
Coral Lozenge of the Sea..................................................90 Sigil of Life Detection......................................................95
Diamond Catagemma of Fate............................................90 Sigil of Light....................................................................96
Diamond Flower of Undead Warding................................91 Sigil of Planar Detection...................................................96
Diamond Fulminating Charge of Blasting.........................91 Sigil of Silence.................................................................96
Table 5–6: Diamond Fulminating Charge Power Increase. Sigil of Sprightly Stride....................................................96
91 Sigil of Strength...............................................................96
Diamond Lens of Electricity Control................................91 Sigil of Swaddling............................................................96
Diamond Lozenge of Deliquescence.................................91 Sigil of the Sea.................................................................96
Emerald Lens of Sight......................................................91 Sigil of Tongues................................................................96
Emerald Lozenge of Recall...............................................91
Fire Opal Catagemma of Flame........................................91 Talismans............................................................................. 97
Fire Opal Fulminating Charge of Flame............................91 Table 5–13: Talisman Crafting Costs...........................97
Table 5–7: Fire Opal Fulminating Charge Power Increase.
91 Agate Talisman.................................................................97
Garnet Flower of Health...................................................91 Amethyst Talisman...........................................................97
Garnet Lens of Darkvision................................................91 Diamond Talisman............................................................97
Hematite Catagemma of Sealing.......................................91 Emerald Talisman.............................................................98
Hematite Lozenge of the Warrior......................................92 Jade Talisman...................................................................98
Jacinth Catagemma of the Heart.......................................92 Malachite Talisman...........................................................98
Jacinth Flower of Teleportation Stability..........................92 Moonstone Talisman.........................................................98
Jacinth Lens of Spirituality...............................................92 Onyx Talisman..................................................................98
Pearl Talisman..................................................................98
Jacinth Lozenge of Sleep.....................................................92 Ruby Talisman..................................................................98
Jade Catagemma of Preservation......................................92 Sapphire Talisman............................................................98
Jade Lozenge of Resuscitation..........................................92 Turquoise Talisman...........................................................98
Jasper Catagemma of Aegis..............................................92
Jet Lozenge of Death Ward...............................................92 Chapter Six: Alchemy in Structures.....................................99
Lapis Lazuli Flower of Morale.........................................92 Table 6–1: Mortars and Special Materials.................. 100
Malachite Lozenge of Feather Fall....................................92
Onyx Fulminating Charge of Chaos..................................92 Acid Shroud....................................................................100
Table 5–8: Onyx Fulminating Charge Power Increase.92 Arcana Ward...................................................................100
Peridot Flower of Warding................................................92 Blade Shroud..................................................................100
Peridot Lozenge of Wit.....................................................93 Clearstone....................................................................... 100
Rock Crystal Flower of Shade..........................................93 Death Ward.....................................................................100
Fire Ward........................................................................100
Ruby Catagemma of the Burning Touch...............................93 Fissurestone.................................................................... 100
Flame Shroud.................................................................101
Flight Ward ....................................................................101
Hypnosis Shroud............................................................101
Ice Shroud......................................................................101

122|Tome of Alchemy


Lightning Shroud............................................................101 Protection From Nonmagical Gas...................................108
Mirror Shroud.................................................................101 Rusting Grasp.................................................................108
Mist Shroud....................................................................101 Stone Flame....................................................................109
Mist Shroud, Acidic........................................................101 Venom Ward................................................................... 109
Mist Shroud, Death.........................................................101 Vitriolic Sphere.............................................................. 109
Mist Shroud, Solid .........................................................101
Mist Shroud, Stinking.....................................................101 Appendix: Mishaps............................................................ 110
Phasing Ward ................................................................. 101
Repairstone..................................................................... 101 100 Alchemical Mishaps.................................................... 110
Scrying Ward..................................................................102 Table A–1: Alchemical Mishap Table........................ 110
Shatter Ward ..................................................................102
Stalwart Bulwark I .........................................................102 100 Random Potion Effects................................................ 112
Stalwart Bulwark II........................................................102 Table A–2: Potion Mishap Table................................ 112
Stalwart Bulwark III ......................................................102
Stalwart Bulwark IV.......................................................102 Alchemical Quirks............................................................. 114
Stalwart Bulwark V........................................................102 Table A–3: Alchemical Quirks................................... 114
Swarm Shroud ...............................................................102
Teleportation Ward.........................................................102 Alchemical Ideas................................................................ 116
Terror Shroud ................................................................102 Table A–4: Story Ideas............................................... 116
Time Ward ..................................................................... 102
Weather Ward................................................................. 102
Web Shroud.................................................................... 102
Wind Shroud................................................................... 102

Chapter Seven: Spells, Spellcasting, and Alchemy.............103

Alchemical Items as Spell Components.............................103
Using Crafted Alchemical Items to Enhance Spells........103
Using Consumable Enchanted Items to Enhance Spells.. 104
Empowerment of a Spell Using Essences.......................104
Table 7–1: Essence Effects on Spells.........................104

New Spells.........................................................................105
Table 7–2: Wizard/Sorcerer Spell List....................... 105

Abominable Amorphous Amoeba...................................105
Acid Bolt........................................................................105
Acid Cloud.....................................................................105
Acid Mist........................................................................106
Acid Scourge..................................................................106
Acid Storm.....................................................................106
Adhesion........................................................................ 106
Augmented Olfaction......................................................106
Boiling Oil......................................................................106
Buoyancy........................................................................ 106
Burning Blood................................................................106
Control Fluid..................................................................106
Control Vapor................................................................. 107
Corrosive Solvent...........................................................107
Crystalbrittle................................................................... 107
Death Smoke..................................................................107
Disperse Vapor............................................................... 107
Evaporate Fluid..............................................................107
Gauntlet.......................................................................... 107
Hold Vapor.....................................................................107
Liquid Modulation..........................................................108
Liquid Sphere.................................................................108
Neutralize Gas................................................................108
Orb of Containment........................................................108
Property Transference..................................................... 108
Preservation of the Flesh................................................108

Tome od Alchemy Index |123


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